I dont know, to me it feels like Ashes does not lack sophisticated content yet, the game has all the things it needs to become great lieing in front of it, the problem lies for the most part in the pathfinding of armies. I am not kidding - if you want to add really high-end content, the game needs to get the basics right first. I dont think anybody would care about True line of sight in CoH if the squads would need roughly 15 seconds to start moving to the new position when you give them an o
OoohShiny
Hey people, first off i have to mentiont hat i do in fact like Ashes of the singularity. The idea is nice, i personally like the campaign (bit short though). However... there are two points which i would like to adress. 1) Lack of total control When you look at games like chess, or when you take relative modern RTS like SC2, you will soon see that units always do what you tell them to do when you tell them to do it, everything you do you can estimate how long
Lately when i play games against many opponents, i am getting tired of building power generators over and over and over again where a lot of fighting happens and the ownership of an area changes a lot. Ultimately i just dont build new power generators, since most of the time it will lead to nothing but another dead engineer. Instead, it would be nice if the captured areas would start building them slowly themselves, one after another, and making them more profitable over time. <p
[quote] meta unit will cause units to clip through terrain and perform every imaginable thing they are otherwise incapable of doing. the whole meta unit thing is too "ridgid" to me. [/quote] I just want to say, 1) you can exploit this actually, i was able to make t1 "fly", and disbanded the army when they were on the other site of the cliff 2) I couldnt stop laughing though when 8 or 9 of my t1 units just "flew" straight north in a beautiful formation and
Alright, everyone playing Strategy games (or rather any game ) that its vital to know what excactly is happening right now. When i watch a battle, i need to see instantly who is ahead, which units and bonusses does my opponent have, and what my army has. Which units we have, the amount of T1 or T2 units, which ones, etc., the strength and weaknesses of our armies etc. Until now i just thought its "blurry", with minimalistic show what Auras (Like increased dmg etc.) me and my o
[quote] The cruisers and dreadnoughts do this already. [/quote] Well, kinda sorta. I just think the roles need to be really narrow and specific, while right now, it is just a "nice bonus they give" - and what cruiser do you mean? we just have 4, and none of em give a bonus, right? Arti, drone, armored fighter, dreadnought sniper - i really dont see the bonus were talkin about edit: My bad, i just checked the Auras and saw that they all give some kind of bon
Alright, i think we can all agree that we want more strategical decisions in the game. The Problem right now is, if i understood correct, what we have right now on 1 smaller map, is supposed to be like 1/6 of the ultimate map size, so we have 6 huge armies etc. - I am not sure how this will effect gameplay, but we have to ask: Why does strategy exist? In games like SC2 or C n C, the strategic factor mostly came by limited ressources. You have to advance, and you have to try
this game is about mass producing units, so you have to mass produce buildings. I really dont see your problem.
I think to get to the point "why is blob benefitial?" we have to ask: "Why is actual War NOT about one big group of units moving towards the opponents capital?" - Armies that are overconcentrated require a lot of supplies over a single route, making it very vulnerable. (Look at the german army sorroundet in Stalingrad) Since supplies are not needed in Ashes we can drop this one. - the territory somebody gains for sure doesnt equal up for the territory the opponen
Oh, i copy here my ideas from my thread, which is in core about strategic thinking in combat, defenders bonus and preventing snowballing: Front/side/back armor i already talked about that in another post, making strategical decisions like flanking actually somewhat useful. I know this is probably semi-impossible to include, but similar mechanics could be used. (Reducing enemy armor and speed in a certain area with a global spell, making it possible to strike the sl
Alright heres a problem probably everybody figures out quiet fast: Once somebody goes ahead, he stays ahead. I play usually against AI, and usually i beat insane AI 1v1, even though i have to admit, losses do happen. Most of the time on small maps, where early engagements that i lose lead to a snowball i cant stop anymore. By now the only times i was able to come back was: I retread in FFAs, and recollect myself while i let the others fight.
[quote] * We got some big performance improvements going in thanks to some new memory compression techniques that have made it in. [/quote] This sounds awesome.
I have to admit, it is pretty tough to prevent the opponent from snowballing after losing a fight
I could think one problem is the movement behaviour of wheels for example. A hover unit can move sidewards and shoot or turn completely around and nobody bats an eye. Other locomotives are completely different, and making things a lot more complicated. It sounds like it would be a nice bonus to have, just for strategical depth, but i am not sure it is worth the effort.
Sorry, doublepost (silly internet, what u do to me!)
2 million? No more excuses for people claiming PA did what it could for low budget. I dont get the whole wreckage hype. It is rather annoying (for me), makes the battlefield uglier, and probably consumes a lot of Ram. And the extra metal you gained by it never really was worth the effort.
Hey people, i tried starting writing something like a "mini campaign" until the actual campaign is playable. I just made up a bit of the start, and see if actually anybody cares. If not, then i will not have wasted my times with 10 level, and if actually somebody would like to keep playing it, i will add more here. Mission 01 - 01 Tutorial Setting: 1v1 map, temperate, PHC, Beginner AI PHC [Blac
1) i dont think Ashes aims for casual player, and even if it would, it probably wouldnt work. SupCom and SC2 were not appealing to casuals. 2) in the DOes and DONTs list it is especially said that people should avoid to comparing Ashes to SupCom and SC2, because it is its own game. Taking what is good might be a good idea, you know, getting some inspiration, but... 3) the size of the game doesnt really allow for easy viewable visual distinction when upgradet. It might be nice
Banned for leaving me clueless for what i could ban you beside having a georgous red haired woman as your profile pic
Yeah you are indeed right that upgrades need to be visually visible. I just meant that upgrads need to be universal - too specific upgrades would become meaningless, like "archer deal 20% more dmg against capital ships, when the capital ship has no friendly unit around it" - well thats a bit over-the-top, but you guys get what im aiming at
They could try to make something that orients on Ruse. Like, whole armies get one single Icon, and the map shows with an arrow (which scales as the army, small armies small arrow etc.) in which direction they are heading. I liked it in Ruse because i got the feeling of really classy strategy and grand scale. However, i dont really mind with how it is like now.
I want to focus on the unit part of the game. It is VERY important for a game like this to have simple units. You must be able to look at armies and instantly being able to see their strength, weaknesses etc. - For that part a different look for different units is useful. Micro destroys the ability to see strength and weaknesses in armies, because suddenly how fast your opponent can click will have a huge outcome of the fight. I dont think this is wanted in a macro game. &n
Hey people! I am a RTS veteran, pretty much since Dune 2k, and since i have a keen eye for fun titles, i ended up in the pre-beta version of Ashes. And i have to say, this is one of the most engaging and fun RTS i played since the release of SC2. I play with Dx11, and had no problems beating the AI on the highest difficulty. I had so far only 1 crash, and it happened when i activated "show health bars". Without showing healthbars, i play somewhere between 20 and 50 fps, my PC is by